#version 330 core

in vec2 TexCoord;

uniform sampler2D texture_diffuse1;
uniform sampler2D texture_diffuse2;
uniform sampler2D texture_diffuse3;
uniform sampler2D texture_specular1;
uniform sampler2D texture_specular2;
uniform sampler2D texture_specular3;
uniform sampler2D texture_normal1;
uniform sampler2D texture_normal2;
uniform sampler2D texture_normal3;
uniform sampler2D texture_height1;
uniform sampler2D texture_height2;
uniform sampler2D texture_height3;

void main()
{
    gl_FragColor = texture(texture_diffuse1, TexCoord)
    //* texture(texture_specular1, TexCoord)
    //* texture(texture_normal1, TexCoord)
    //* texture(texture_height1, TexCoord) 
    + vec4(0.1, 0.1, 0.1, 1.0);
}